CompileNonSolid: Difference between revisions
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Important:All faces of the brush must be textured with a nonsolid material for the brush to be nonsolid.
Bug:
Left 4 Dead 2 The material will be invisible if used on a brush with solid contents.
SirYodaJedi (talk | contribs) No edit summary |
m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified) |
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{{important|'''''All''''' faces of the brush must be textured with a nonsolid material for the brush to be nonsolid. | {{important|'''''All''''' faces of the brush must be textured with a nonsolid material for the brush to be nonsolid. | ||
{{tip|Use {{code|toolsblocklight}} as a [[nodraw]] texture for nonsolid brushes (counts as [[%CompileDetail|detail]]), or create a duplicate of {{code|toolsnodraw}} with {{code|%CompileNonSolid}} (naming it something like {{code|toolsnoclip}}).}} }} | {{tip|Use {{code|toolsblocklight}} as a [[nodraw]] texture for nonsolid brushes (counts as [[%CompileDetail|detail]]), or create a duplicate of {{code|toolsnodraw}} with {{code|%CompileNonSolid}} (naming it something like {{code|toolsnoclip}}).}} }} | ||
{{bug|{{l4d2|4.1}} The material will be invisible if used on a brush with solid contents.}} | {{bug|hidetested=1|{{l4d2|4.1}} The material will be invisible if used on a brush with solid contents.}} | ||
[[Category:Shader parameters]] | [[Category:Shader parameters]] | ||
Latest revision as of 06:14, 20 May 2025
Add this VMT parameter to make brushes non-solid. When compiling the map, VBSP will flag the brush with this material as non-solid. Useful for foliage or light effects.
Unlike a brush tied to a func_illusionary, a worldspawn (or func_detail) brush with %CompileNonSolid does not count as an edict.